Hayate
[13] Hero
Okay that was my major research on Kilik before the week's big french tournament.
Now i have testet a lot's of things and i have the numbers, so let's go!
88B 3kB (airhit)
- 6B+K garanted combo, does more dmg on techer - 76 total dmg
- 2[B+K] garanted combo into MO A / K Pressing - 72 dmg
- 4 Tech Trap b,n,f , but non safe versus non-tech - 100 dmg
- 2A+K Tech Trap all, safe versus non-tech - 91 dmg + RO potential
- 11A Tech Trap All, better avantage if non-tech - 78 dmg
- BP B Down Trap ALL, opponnent have to tech, they 4G to hit the GB, 95dmg if stay down
- BB 8_2B+K First hit is combo, second is techable, use your opponent to tech 64dmg
- 44aB Down Trap back roll only - 123dmg
9B
- 66B Combo does more damage on tech - 57dmg
- 88B Tech Trap all except right - ~90dmg with air folow up
- 1A Tech Trap - ~57dmg
- 4A+B Down Trap all expect back roll and force block if the tech, they can GI but not attack directly
- FOTD max delayed with catch on all Tech execpt back, if they geup with low guard use 4A+B or MO A to discourage
WS B offaxis will result on non AT 66B, here the tech trap after
- All exactly the same than after 9B
11B
- 4B+K Tech Trap all + hit down ~62dmg
- 44aB will hit with a lots of success on all tech exept LEFT, and hit on ground roll or staydown 92dmg
- Delayed 22B (you have to do RIGHT RIGHT + B to purchase LEFT TECHING opponent) will intercept all tech exept RIGHT ~80dmg with air follow up
- BP B will force block all tech exept LEFT and will down trap all expect LEFT ROLL.
- 4A+B if they try to tech they will be hit, espacially big char, if the they down they will be hit by the third move - 66dmg, so it's safe and nearly all garanted
- 2A+K tech trap all direction for RO potential - 60dmg
/!\ Case 44aB : If done with correct timing, it's still can be escaped by theching LEFT with a strict timing with some characters,it also depend on which side you hit with 11B, so it's not conssistend enough but still a good trick. It can also be escaped by Left Rolling on no-CH 11B with almost all character exept Seung Mina, Zasalamel, Rock, Kilik, Amy, i don't have time to test all the axis possibility yet, but i think there maybe a better succes rate if you done it correctly.
/!\ Case 4B+K : If do 77B (into Right Step), you will result on some character at mising your Grouned 4B+K. Also the distance of Impact seems to be important too, but it's more reliable than the 44aB case, most of the character will be hit if you do it 11B (into Left 8wayruning)
Note : The most reliable thing here is 4B+K, 2A+K and 22B (done with Right 8wayrunning) even you hit left off axis or right. BP will suffer some variation versus some character at different range and axis, also 4A+B can be easly blocked versus some character, but still good versus Down Laying strategy.
FC A+B (the great one!!)
- Asura Dance Tech Trap ALL DIRECTION for 119dmg!
- 6B+K garanteed combo does more dmg on techer 62dmg
- 11B Tech Trap all expect LEFT and will hit non tech 67dmg + Folowup possible
- 2A+B Down Trap for total 86dmg, non safe versus side techer.
2A+K
- 4B Tech Trap back,n,front
CH 2B+K
- 1_3A+B Tech Trap all for 70-80dmg
- 22B (done RIGHT RIGHT + B) - 80dmg with air combo
- 6B+K down trap safe versus side techer - 70dmg
- 44K down trap safe versus side and back techer will let you for BT MIXUP!! 71dmg
CH 2[B+K]
- MO A Tech Trap all exept LEFT TECH follow up possible
- MO A+G_B+G max delayed catch all Tech expect back
- MO B will punish non tech
MO A+B
- Asura Dance will techtrap all except LEFT TECH for 120dmg
- 22B (done RIGHT RIGHT B) will techtrap all except RIGHT TECH for more than 80dmg
- 6B+K will techtrap all except LEFT TECH and punish down 82dmg safe if left tech
- 1_3A+B will tech trap with AT for 85-95dmg total dmg
44K
- 2K garanted combo
- 22A Tech Trap all except LEFT
- 1A Tech Trap all
3A+B
- 66B seems garanted does more dmg on non tech
- 6B tech trap all
- 6K tech trap front, back and neutral for RO potential
- MO K can't be steped if they tech, forceblock for +0
- 9B is ground punisher, and -14 if the they tech side.
1A+B
- 6B+K is total forceblock move is they tech any side, ground punisher if the stay down
- 4B is non stepable after teching any side
- 4 is only stepable at LEFT SIDE but mixing 4B and 4 can't create some major damage on soul gauge
Still have to test :
- after 44aB
- after WS B (but there is all the information on BLDave topic)
Well the major one that i use now is :
CH 1B, then FC A+B on combo, then tech trap all direction into Azura it gives nearly 140pts dmg!!
Also some fluctuation can be found versus some character, i don't have tested all (juste Kilik and Mitsu on training, and some other character on real match), but i use this on match, so i will see if they don't work versus someone.
Now i have testet a lot's of things and i have the numbers, so let's go!
88B 3kB (airhit)
- 6B+K garanted combo, does more dmg on techer - 76 total dmg
- 2[B+K] garanted combo into MO A / K Pressing - 72 dmg
- 4 Tech Trap b,n,f , but non safe versus non-tech - 100 dmg
- 2A+K Tech Trap all, safe versus non-tech - 91 dmg + RO potential
- 11A Tech Trap All, better avantage if non-tech - 78 dmg
- BP B Down Trap ALL, opponnent have to tech, they 4G to hit the GB, 95dmg if stay down
- BB 8_2B+K First hit is combo, second is techable, use your opponent to tech 64dmg
- 44aB Down Trap back roll only - 123dmg
9B
- 66B Combo does more damage on tech - 57dmg
- 88B Tech Trap all except right - ~90dmg with air folow up
- 1A Tech Trap - ~57dmg
- 4A+B Down Trap all expect back roll and force block if the tech, they can GI but not attack directly
- FOTD max delayed with catch on all Tech execpt back, if they geup with low guard use 4A+B or MO A to discourage
WS B offaxis will result on non AT 66B, here the tech trap after
- All exactly the same than after 9B
11B
- 4B+K Tech Trap all + hit down ~62dmg
- 44aB will hit with a lots of success on all tech exept LEFT, and hit on ground roll or staydown 92dmg
- Delayed 22B (you have to do RIGHT RIGHT + B to purchase LEFT TECHING opponent) will intercept all tech exept RIGHT ~80dmg with air follow up
- BP B will force block all tech exept LEFT and will down trap all expect LEFT ROLL.
- 4A+B if they try to tech they will be hit, espacially big char, if the they down they will be hit by the third move - 66dmg, so it's safe and nearly all garanted
- 2A+K tech trap all direction for RO potential - 60dmg
/!\ Case 44aB : If done with correct timing, it's still can be escaped by theching LEFT with a strict timing with some characters,it also depend on which side you hit with 11B, so it's not conssistend enough but still a good trick. It can also be escaped by Left Rolling on no-CH 11B with almost all character exept Seung Mina, Zasalamel, Rock, Kilik, Amy, i don't have time to test all the axis possibility yet, but i think there maybe a better succes rate if you done it correctly.
/!\ Case 4B+K : If do 77B (into Right Step), you will result on some character at mising your Grouned 4B+K. Also the distance of Impact seems to be important too, but it's more reliable than the 44aB case, most of the character will be hit if you do it 11B (into Left 8wayruning)
Note : The most reliable thing here is 4B+K, 2A+K and 22B (done with Right 8wayrunning) even you hit left off axis or right. BP will suffer some variation versus some character at different range and axis, also 4A+B can be easly blocked versus some character, but still good versus Down Laying strategy.
FC A+B (the great one!!)
- Asura Dance Tech Trap ALL DIRECTION for 119dmg!
- 6B+K garanteed combo does more dmg on techer 62dmg
- 11B Tech Trap all expect LEFT and will hit non tech 67dmg + Folowup possible
- 2A+B Down Trap for total 86dmg, non safe versus side techer.
2A+K
- 4B Tech Trap back,n,front
CH 2B+K
- 1_3A+B Tech Trap all for 70-80dmg
- 22B (done RIGHT RIGHT + B) - 80dmg with air combo
- 6B+K down trap safe versus side techer - 70dmg
- 44K down trap safe versus side and back techer will let you for BT MIXUP!! 71dmg
CH 2[B+K]
- MO A Tech Trap all exept LEFT TECH follow up possible
- MO A+G_B+G max delayed catch all Tech expect back
- MO B will punish non tech
MO A+B
- Asura Dance will techtrap all except LEFT TECH for 120dmg
- 22B (done RIGHT RIGHT B) will techtrap all except RIGHT TECH for more than 80dmg
- 6B+K will techtrap all except LEFT TECH and punish down 82dmg safe if left tech
- 1_3A+B will tech trap with AT for 85-95dmg total dmg
44K
- 2K garanted combo
- 22A Tech Trap all except LEFT
- 1A Tech Trap all
3A+B
- 66B seems garanted does more dmg on non tech
- 6B tech trap all
- 6K tech trap front, back and neutral for RO potential
- MO K can't be steped if they tech, forceblock for +0
- 9B is ground punisher, and -14 if the they tech side.
1A+B
- 6B+K is total forceblock move is they tech any side, ground punisher if the stay down
- 4B is non stepable after teching any side
- 4 is only stepable at LEFT SIDE but mixing 4B and 4 can't create some major damage on soul gauge
Still have to test :
- after 44aB
- after WS B (but there is all the information on BLDave topic)
Well the major one that i use now is :
CH 1B, then FC A+B on combo, then tech trap all direction into Azura it gives nearly 140pts dmg!!
Also some fluctuation can be found versus some character, i don't have tested all (juste Kilik and Mitsu on training, and some other character on real match), but i use this on match, so i will see if they don't work versus someone.